| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2015-08-13 | Merge pull request #2024 from RisingFog/irgui | Markus Wick | |
| Add UI Support for up to 8x Internal Resolutions | |||
| 2015-05-26 | Merge pull request #2162 from degasus/prefetch_tex | Markus Wick | |
| CustomTexture: prefetch all available textures | |||
| 2015-05-25 | Merge pull request #2274 from degasus/disable_bbox | Ryan Houdek | |
| Disable bbox | |||
| 2015-05-25 | Set copyright year to when a file was created | Tillmann Karras | |
| 2015-05-25 | Update license headers to GPLv2+ | Tillmann Karras | |
| 2015-05-25 | VideoCommon: Make BBox emulation optional | degasus | |
| 2015-05-22 | VertexShaderGen: Use correct depth output when glClipControl is supported. | Jules Blok | |
| 2015-05-16 | CustomTexture: prefetch all available textures | degasus | |
| 2015-02-24 | VideoCommon: rename efb2tex and efb2ram | degasus | |
| 2015-02-24 | VideoCommon: always enable efb copy | degasus | |
| 2015-02-19 | Decode EFB copies used as paletted textures. | magumagu | |
| A number of games make an EFB copy in I4/I8 format, then use it as a texture in C4/C8 format. Detect when this happens, and decode the copy on the GPU using the specified palette. This has a few advantages: it allows using EFB2Tex for a few more games, it, it preserves the resolution of scaled EFB copies, and it's probably a bit faster. D3D only at the moment, but porting to OpenGL should be straightforward.. | |||
| 2015-01-27 | Merge pull request #1948 from magumagu/remove-efb-cache | Markus Wick | |
| Remove EFB to RAM cache, and simplify code. | |||
| 2015-01-25 | PostProcessing: Add support for user-supplied anaglyph shaders. | Jules Blok | |
| There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders. | |||
| 2015-01-23 | Remove EFB to RAM cache, and simplify code. | magumagu | |
| 2015-01-21 | CustomTexture: Convert old format automatically | degasus | |
| 2015-01-19 | VideoConfig: Add exclusive mode flag. | Jules Blok | |
| Allows the UI to easily check the current exclusive mode state. This simplifies a few checks and prevents the user from ever getting stuck in fullscreen. | |||
| 2015-01-13 | Merge pull request #1872 from degasus/texcache | Markus Wick | |
| Texcache cleanup 2 | |||
| 2015-01-11 | TexCache: rewrite level calculation | degasus | |
| 2015-01-02 | VideoConfig: Define a per-game minimum convergence value instead of a ↵ | Jules Blok | |
| percentage boost. | |||
| 2014-12-29 | VideoConfig: Fix convergence parameter. | Jules Blok | |
| Looks like a rebase failed somewhere. | |||
| 2014-12-24 | VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth" | Jules Blok | |
| Makes a little bit more sense. | |||
| 2014-12-24 | VideoConfig: Rename Separation to Depth and update descriptions. | Jules Blok | |
| More accurate since it's not a real IPD and Nvidia also calls it depth. | |||
| 2014-12-18 | OGL: Don't generate a geometry shader if the backend doesn't support it. | Jules Blok | |
| This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag. | |||
| 2014-12-14 | D3D: Add anaglyph stereoscopy support. | Jules Blok | |
| 2014-12-14 | D3D: Add 3D vision support. | Jules Blok | |
| 2014-11-24 | VideoConfig: Add separation and convergence modifiers to the game ini. | Jules Blok | |
| 2014-11-24 | VideoConfig: Limit the StereoMonoEFBDepth option to the game ini and ↵ | Jules Blok | |
| introduce a separate section for it. | |||
| 2014-11-24 | VideoConfig: Rename StereoFocalLength to StereoConvergence. | Jules Blok | |
| 2014-11-23 | TextureCache: Add "Mono EFB Depth Copy" stereoscopy option. | Jules Blok | |
| 2014-11-23 | OGL: Add Top-and-Bottom stereoscopy mode. | Jules Blok | |
| 2014-11-23 | VertexShaderManager: Add stereoscopy options to swap the left and right eye. | Jules Blok | |
| 2014-11-23 | PostProcessing: Add support for anaglyph stereoscopy mode. | Jules Blok | |
| 2014-11-23 | VideoConfig: Add StereoMode enumeration. | Jules Blok | |
| 2014-11-23 | VideoConfigDiag: Add stereoscopy options group. | Jules Blok | |
| 2014-11-23 | VideoConfig: Limit the Stereo 3D option to the OpenGL backend. | Jules Blok | |
| 2014-11-23 | GeometryShaderGen: Support stereoscopy on GPUs without support for instancing. | Jules Blok | |
| 2014-11-23 | VertexShaderManager: Compute stereoscopy projection matrices. | Jules Blok | |
| 2014-11-23 | Add geometry shader generator for stereo 3D. | Jules Blok | |
| 2014-11-17 | OGL: implement bounding box support with ssbo | degasus | |
| This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw. | |||
| 2014-11-06 | Destroy OpenMP | Jasper St. Pierre | |
| 2014-10-17 | Moved Input Display to Movie Menu | Fog | |
| 2014-10-15 | Remove setting to enable or disable Bounding Box calculation. | crudelios | |
| 2014-10-12 | Move bDumpFrames to SConfig (and it's references) | Fog | |
| 2014-10-07 | Replace BorderlessFullscreenEnabled by ExclusiveFullscreenEnabled. | Jules Blok | |
| Special handling was associated with this function, which only applies to exclusive fullscreen. | |||
| 2014-09-08 | Include CommonTypes.h instead of Common.h. | Rohit Nirmal | |
| 2014-09-04 | VideoCommon: Remove support for decoding to ARGB textures | Jasper St. Pierre | |
| The D3D / OGL backends only ever used RGBA textures, and the Software backend uses its own custom code for sampling. The ARGB path seems to just be dead code. Since ARGB and RGBA formats are similar, I don't think this will make the code more difficult to read or unable to be used as reference. Somebody who wants to use this code to output ARGB can simply modify the MakeRGBA function to put the shift at the other end. | |||
| 2014-07-30 | VideoConfig: Ignore Borderless Fullscreen setting when the backend does not ↵ | Jules Blok | |
| support exclusive fullscreen. This was expected to be handled by VerifyValidity(), but that only verifies the validity of the INI files. | |||
| 2014-07-30 | CFrame: Check borderless fullscreen setting before enabling exclusive ↵ | Jules Blok | |
| fullscreen in the video config. Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting. Also relieves the need for the video renderer to check the borderless fullscreen setting each time. | |||
| 2014-07-26 | Cosmetic changes based on feedback on PR #506. | Jules Blok | |
| 2014-07-26 | Remove the 3D Vision hack. | Jules Blok | |
| The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution. However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required. | |||
